2007
DOI: 10.1007/978-3-540-74873-1_51
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Playing and Cheating in Ambient Entertainment

Abstract: Abstract. We survey ways to extract information from users interacting in ambient intelligence entertainment environments. We speculate on the use of this information, including information obtained from physiological processes and brain-computer interfacing, in future game environments.

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Cited by 5 publications
(5 citation statements)
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“…As for any other affective channel, touch can also be used to send fake signals of affect. Rather than this being seen as a limitation, it should be considered a possibility to recreate a gameplay situation comparable to real life gameplay, where acted expressions can be used to confuse the opponent [Nijholt 2007]. As the player learns that the game reacts to his/her affective touch behavior, this becomes a new functionality or tool to use to bring a new level of complexity to the game.…”
Section: The Use Of Affective Touch Recognition In Gamesmentioning
confidence: 99%
“…As for any other affective channel, touch can also be used to send fake signals of affect. Rather than this being seen as a limitation, it should be considered a possibility to recreate a gameplay situation comparable to real life gameplay, where acted expressions can be used to confuse the opponent [Nijholt 2007]. As the player learns that the game reacts to his/her affective touch behavior, this becomes a new functionality or tool to use to bring a new level of complexity to the game.…”
Section: The Use Of Affective Touch Recognition In Gamesmentioning
confidence: 99%
“…The identification and discrimination of emotional states from EEG is considered notoriously challenging, mainly due to the difficulty to gauge electromagnetic activity elicited by cortical structures involved in processing emotional information [ 1 ], yet potentially useful for a broad range of important applications such as diagnosing and treating patients with dysfunctional processing of emotional information [ 2 ], emotion-sensitive interactive games, affective interfaces, and emotion-sensitive tutoring systems [ 3 – 5 ]. This article sets out to address these challenges, but rather than evaluating the power in the standard EEG frequency bands, as is traditionally done [ 6 13 ], or amplitudes and latencies of event-related potentials (ERPs) in response to emotion-evoking stimuli [ 14 19 ], we conduct the analysis within the realm of complexity science [ 20 ].…”
Section: Introductionmentioning
confidence: 99%
“…Sensing user's activity in ambient entertainment environments is discussed in [36]. Rather than using questionnaires we discuss how in the near future information obtained with computer vision and other sensors can help a movement-based interface to consider experience related issues such as personality, mood, and also pain, fatigue, frustration, irritation, etc.…”
Section: More Advanced Sensing Of User and Activitiesmentioning
confidence: 99%